Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/27/15 in Posts

  1. Layout is on-point. As others said, you didn't just pull models and textures from every city in the game, which is good! That is what separates good mappers from mediocre ones. Here's a quick 'no-brainer' guide for a one-size-fits-all lightmap, which would really help add that finishing touch. You ready for this? First light: Put it up in the middle of the map, high in the air, big enough to cover the whole thing. Intensity should be 127, light falloff should be 0.01. Make sure it doesn't cast shadows. This is the light that makes your map not pitch-black. Second light: If you mentally divide your map into four quadrants, put this light somewhere high up in the bottom-left one, but not right at the corner of the map. Set the intensity to 100, make sure it's big enough to cover the whole map. Light falloff should again be 0.01. Make sure this one casts shadows- That's what it's there for. Now calculate lights, and -bam-, that is literally all you need to do for to get basic shadows on 99% of your maps, ever. Cool, huh? Bonus points: Put down some canopy models right on the floor, and calculate the lights. When the shadows are down, delete these- You'll be left with that cool canopy effect that they have in Payon in-game. (If you ever looked at Payon without shadows, you'd be surprised how much of it is just empty space.)
    1 point
  2. Just to update, cora v0.9.4.1 is now 100% done but is yet to be released together with v0.9.4.2. In other words, I'm merging the two revisions to avoid very frequent releases and so we can have a fair amount of time to try out the revision and find bugs before I start development for 0.9.5 rather than having released 0.9.4.1 and 0.9.4.2 separately then allocate individual test time for each which might waste a lot of time. With this, again, I ask and thank you for your patience. cora v0.9.4.2 should be done in a couple of days
    1 point
×
×
  • Create New...